Professional Documents
Culture Documents
SOFTWARE AGENTS
Seminar link :
https://drive.google.com/file/d/145lCDlpTamSMsMQ_5N4nKZbp8chtcMf/view?
usp=sharing
Intelligent Agent
• Agent that exhibits the following types of behavior in
order to meet its delegated objectives:
1) Proactiveness: Intelligent agents are able to exhibit goal-directed
behavior by taking the initiative in order to satisfy their delegated
objectives. (Goal-driven nature)
2) Reactivity: Intelligent agents are able to perceive their environment,
and respond in a timely fashion to changes that occur in it in order to
satisfy their delegated objectives (Event-driven)
3) Social ability: intelligent agents are capable of interacting with other
agents (and possibly humans) in order to satisfy their design objectives.
Architecture for Intelligent Agents
There are 4 main types of architecture :
1) logic-based agents – in which the decision about what action to perform is
made via logical deduction.
2) Reactive agents – in which decision making is implemented in some form of
direct mapping from situation to action. (situation -> action)
3) Belief-desire-intention agents – in which decision making depends upon the
manipulation of data structures representing the beliefs, desires, and intentions
of the agent.
4) Layered architectures – in which decision making is realized via various
software layers, each of which is more or less explicitly reasoning about the
environment at different levels of abstraction.
Logic-Based Architecture
• Similar rules can easily be generated that will get the agent to (2, 2),and once at (2, 2)
back to (0, 0).
1) A gradient field :
• The mother ship generates a radio signal so that agents can know in which
direction the mother ship lies .
• An agent needs to travel 'up the gradient' of signal strength .
• The signal need not carry any information
2) Indirect communication:
• Agents will carry 'radioactive crumbs', which can be dropped, picked up and
detected by passing robots .
The various behaviors that can be derived are:
b0: if detect an obstacle then change direction
b1: if carrying a sample and at the base then drop sample
b2: if carrying a sample and not at the base then travel up gradient
b3: if detect a sample and not at the base then pick up sample
b4: if true then move randomly (The final behavior ensures that an agent with
“nothing better to do” will explore randomly)
sThe above behaviors are arranged into the hierarchy:
b0 ≺ b1 ≺ b2 ≺ b3 ≺ b4
Belief-Desire-Intention Architectures
Layered Architecture